@inbook{4771,
  abstract     = {{Pervasive Games have become popular in recent years. Their ambitious goal is to bring the computer into the world in order to augment existing games or to even come up with hitherto impossible or unthought-of forms of entertainment. This paper reflects on the various approaches to define what Pervasive Games consist of, how they relate to playing and games, and how different terms and views can be integrated. The paper contributes a unifying and integrating classification of the respective terms that relates different states of reality to the relevant dimensions and game elements.}},
  author       = {{Hinske, Steve and Lampe, Matthias and Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 1. Concepts and technologies for pervasive games}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{11--38}},
  title        = {{{Classifying Pervasive Games: On Pervasive Computing and Mixed Reality}}},
  year         = {{2007}},
}

@inbook{4772,
  abstract     = {{Pervasive Gaming Applications; User Interfaces; Smart Home Environments; Novel Gaming Applications; Mixed Reality; Social and Physical Entertainment Systems; Augmented Reality Games; Design Aspects; Pervasive Multiplayer Game; Mapping; Exertion Interfaces; REXplorer; Pervasive Games; Socially Adaptable Games}},
  author       = {{Magerkurth, Carsten and Engelke, Timo and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{85--106}},
  publisher    = {{Shaker}},
  title        = {{{Novel Gaming Applications for Smart Home Environments}}},
  year         = {{2007}},
}

@inbook{4773,
  abstract     = {{Welcome to the second volume of the reader on Pervasive Gaming Research! With this volume we focus mainly on actual implementations and prototypes of Pervasive Games. The foundations, both in technical and conceptual terms, were laid in the fi rst volume. Now, we apply these foundations to real Pervasive Games and explore the issues related to actually realizing such Pervasive Games. Clearly, the combination of virtual, physical, and social aspects in Pervasive Gaming contributes to a new complexity in game design, since games are no longer confi ned to the narrowness of a computer screen, but integrate with our real environments that consist of many things beyond our control.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{5--10}},
  publisher    = {{Shaker}},
  title        = {{{Prototyping Pervasive Games: A New Dimension of Complexity}}},
  volume       = {{5-10}},
  year         = {{2007}},
}

@inproceedings{4812,
  abstract     = {{In this paper, we present a component-based architecture for developing pervasive games that can flexibly integrate both graphical and tangible user interfaces. It allows for gradually augmenting purely virtual games with elements from the real world, thus transferring computer entertainment to our physical realities.
As a proof of concept, we have implemented a tabletop role playing game called Caves & Creatures that can be played with varying proportions of physical and graphical interface components and will provide a test bed for different interaction device ensembles.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten and Engelke, Timo}},
  booktitle    = {{Proceedings of Future Play 2006, October 10-12, London, Ontario, Canada, CD-ROM}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces}},
  location     = {{London, UK ; Ontario, Canada}},
  title        = {{{From the Virtual to the Physical: The Gradual Transgression to Pervasive Games}}},
  year         = {{2006}},
}

@inproceedings{4813,
  abstract     = {{This paper presents a formative multi-method evaluation on future gaming systems. Following a scenario-driven approach, quantitative and qualitative methods are employed to elicit feedback from different target user populations. Based on the results of the different evaluation parts, a set of design requirements for future home entertainment systems is derived. These requirements are then used to guide the development process of a ubiquitous computing gaming platform. To demonstrate the usefulness of the gaming platform, a sample application is discussed, which is described in the last section of this paper.}},
  author       = {{Röcker, Carsten and Magerkurth, Carsten and Haar, Maral}},
  booktitle    = {{Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All}},
  editor       = {{Stephanidis, Constantine and Pieper, Michael}},
  isbn         = {{978-3-540-71024-0}},
  keywords     = {{User Interfaces, Pervasive Games, Evaluation, System Development, Tangible User Interfaces, Human Computer Interaction}},
  location     = {{Königswinter (Bonn), Germany}},
  pages        = {{352--368}},
  publisher    = {{Springer}},
  title        = {{{User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its Implications for System Development}}},
  doi          = {{10.1007/978-3-540-71025-7_23}},
  volume       = {{4397}},
  year         = {{2006}},
}

@inproceedings{4815,
  abstract     = {{In this paper a concept is presented, that supports awareness and emotional communication between family members, distributed over multiple intelligent home environments. A technical communication infrastructure is presented, which allows connecting different types of input and output devices. This platform is extended by several examples of emotional user interfaces, which address the individual needs of different user groups}},
  author       = {{Etter, Richard and Röcker, Carsten and Gilgen, Daniel}},
  booktitle    = {{Proceedings of the Second International Conference on Intelligent Environments (IE’06)}},
  isbn         = {{978-0-86341-663-7}},
  issn         = {{0537-9989}},
  keywords     = {{User interfaces, Home computing, Automated buildings, Control engineering computing}},
  location     = {{Athens, Greece}},
  pages        = {{41--50}},
  publisher    = {{IET}},
  title        = {{{Supporting Emotional Communication between Multiple Users in Intelligent Home Environments}}},
  doi          = {{10.1049/cp:20060623}},
  year         = {{2006}},
}

@inproceedings{4816,
  abstract     = {{This paper presents a novel concept for personalized privacy support on large public displays in intelligent home environments. In order to validate the conceptual approach a system called SPIROS was developed. The SPIROS system automatically adapts the information visible on public displays according to the current social situation and the individual privacy preferences of the user working at the display.}},
  author       = {{Röcker, Carsten and Hinske, Steve and Magerkurth, Carsten}},
  booktitle    = {{Proceedings of the 2nd IET International Conference on Intelligent Environments : IE 06}},
  isbn         = {{978-0-86341-663-7}},
  issn         = {{0537-9989}},
  keywords     = {{computer displays, home automation, data privacy, user interfaces, home computing}},
  location     = {{Athens, Greece}},
  pages        = {{267--274}},
  publisher    = {{IEEE}},
  title        = {{{SPIROS - A System for Privacy-Enhanced Information Representation in Smart Home Environments}}},
  doi          = {{10.1049/cp:20060651}},
  year         = {{2006}},
}

@inproceedings{4818,
  abstract     = {{In this paper we present a system that provides personalized privacy support for large public displays based on the current social situation and individual privacy profiles. We first present the results of a user study that was conducted to derive the requirements for the design of the system. In the second part of the paper, we describe the developed system consisting of a program for privacy-enhancing information management and a small personal artefact for an easy adaptation of the privacy settings to the local context. }},
  author       = {{Röcker, Carsten}},
  booktitle    = {{Privacy, Security, Trust 2005 : proceedings of Third Annual Conference on Privacy, Security and Trust}},
  editor       = {{Ghorbani, Ali A. and Marsh, Stephen }},
  keywords     = {{Large Public Displays, Active User Support, Privacy Enhancing information Managemen}},
  location     = {{St. Andrews, New Brunswick, Canada}},
  pages        = {{217--220}},
  publisher    = {{Privacy, Security and Trust}},
  title        = {{{Providing Personalized Privacy Support in Public Places}}},
  year         = {{2005}},
}

@inproceedings{4819,
  abstract     = {{This paper presents the results of an empirical cross-cultural study conducted at six different sites in five European countries in the context of the EU IST-IP project AMIGO, Ambient Intelligence for the Networked Home Environment [1]. The study employed a scenario-driven approach and used quantitative and qualitative methods to elicit feedback from the target user population on concepts for intelligent home environments. The results are clustered and transformed in prioritized design guidelines.}},
  author       = {{Röcker, Carsten and Janse, Maddy D. and Portolan, Nathalie and Streitz, Norbert}},
  booktitle    = {{sOc-EUSAI '05: Proceedings of the 2005 joint conference on Smart objects and ambient intelligence: innovative context-aware services: usages and technologies}},
  isbn         = {{978-1-59593-304-1}},
  keywords     = {{Human-centered computing, Human computer interaction (HCI)}},
  location     = {{Grenoble, France}},
  pages        = {{111--116}},
  publisher    = {{ACM}},
  title        = {{{User Requirements for Intelligent Home Environments: A Scenario-Driven Approach and Empirical Cross-Cultural Study}}},
  doi          = {{10.1145/1107548.1107581}},
  volume       = {{121}},
  year         = {{2005}},
}

@misc{4822,
  author       = {{Streitz, Norbert and Magerkurth, Carsten and Prante, Thorsten and Röcker, Carsten}},
  booktitle    = {{Interactions : IX / Association of Computing Machinery }},
  issn         = {{1558-3449}},
  keywords     = {{Applied computing, Computers in other domains, Human-centered computing}},
  number       = {{4}},
  pages        = {{ 21 – 25}},
  publisher    = {{ACM Press}},
  title        = {{{From Information Design to Experience Design: Smart Artefacts and the Disappearing Computer}}},
  doi          = {{10.1145/1070960.1070979}},
  volume       = {{12}},
  year         = {{2005}},
}

@inproceedings{4828,
  abstract     = {{This demonstration reports results from the EU-funded project Ambient Agoras, investigating future applications of ubiquitous and ambient computing in workspaces. Instead of presenting underlying system technologies or evaluation findings, this demonstration will focus on three running prototypes that emerged from the project: InfoRiver, SIAM, and Hello.Wall. The systems are meant to support work-related processes in office buildings while at the same time fostering informal communication. The InfoRiver implements the information river metaphor for information flow through a building or an organization. SIAM is a task-management system enriched with collaboration support to foster group communication and awareness. Hello.Wall is a new ambient display that can "borrow" mobile artefacts. All prototypes are multi-user and multi-device systems enabling coherent and engaging interaction experiences with a variety of sensor-enhanced smart artefacts.}},
  author       = {{Prante, Thorsten and Stenzel, Richard and Röcker, Carsten and Streitz, Norbert and Magerkurth, Carsten}},
  booktitle    = {{HI EA '04: CHI '04 Extended Abstracts on Human Factors in Computing Systems}},
  editor       = {{Dykstra-Erickson, Elizabeth   and Tscheligi, Manfred }},
  isbn         = {{978-1-58113-703-3}},
  keywords     = {{Hardware, Human-centered computing}},
  location     = {{Vienna, Austria}},
  pages        = {{763--764}},
  publisher    = {{ACM}},
  title        = {{{Ambient Agoras – InfoRiver, SIAM, Hello.Wall}}},
  doi          = {{10.1145/985921.985924}},
  year         = {{2004}},
}

